Title: Trade Treaties Author: KindleDelight Pastebin link: http://pastebin.com/9vXRg1Yj First Edit: Wednesday 30th of July 2014 03:54:59 PM CDT Last Edit: Wednesday 30th of July 2014 03:54:59 PM CDT         As 4cannon grows as a community and a town, we are abandoned for the most part by the mainland leaving us to fend for ourselves. This leads us to find help and allies elsewhere. Here, are various races that spand from the North, east, and west that we could make nice with and develop trade treaties with them. To obtain these, we would have to fulfill various tasks to earn their trust and some tiny bit of respect. These tasks take form of quests that can be written up by any GM after approval from MC. Upon fulfilling these, a treaty is gained.           Now we can go into hard mode and assign allies and enemies to each faction. If you are in treaty with one group, it may make your chances of making peace with another group. Or better yet, perhaps players will try to assist in making them both at peace with each other, earning both treaties plus a bonus.                 The ones you see listed here, are just by general races. There can be multiple groups in each race, some even at war with each other. One Gryphon tribe may hate another tribe with different leaders and views and so on with other groups. Another thing to note is that they are not all in the same area. Some, like Zebras some gryphons, and crystal ponies, may be beyond what we can see on our current map. Traveling to these locations may be difficult without maps, tools, and travel equipment available to us.   *This list is just what would be gained if we completed the quests required for each faction. Quests do NOT have to be combat oriented. It's up to the GM.* If you have names for specific factions you want to incorporate, post in thread or PM Kindle.      Diamond Dogs Neutral Race, Quests fairly simple, 3 quests Location: underground, various caves Gains From Treaty: -Mining routes for different sources -Use Underground rail system -Use of mining equipment -Workers   Side packs   Tunnel Snakes (does not like pack Sand Stoners and Geo Dudes) -offers a treasure map that leads to ???   Sand Stoners (does not like pack Geo Dudes) -offers gems that hold magical properties that can be used for ???   Geo Dudes (does not like pack Tunnel Snakes or Sand Stoners) -offers 5k gold to the town funds  The Fault Lines -      Crystal Peaceful Race, Quests are hard, 6 quests Location: Far north Gains from treaty: -Info on magic gem usage -Info on how to farm gems -Info on Crystal magic    Gryphon Trade Treaty*1 Aggressive Race, Quests are hard, 4 quests. (Do not like Deer) Locations: Mountains, some caves Gains from treaty: -Information on leather making -hunting gear -armor and weapons -Mountain routes   Side tribes   Gryphon Tribe 1 -Combat flying techniques   Gryphon tribe 2 -Traps    Seapony Trade Treaty Location: River, ocean Aggressive race, Quests are mild, 4 quests Gains from treaty: -Water magic spells -new river routes. May lead to ocean? -Safe Passageways -Access to new areas     Seapony colony 1 -treasure map   Seapony colony 2 -      Zebra Tribe Trade Treaty Neutral race, Quests are mild, 4 quests Location: Sahara, further south east off the current map. Gains from treaty: -Voodoo -Necromancy -Medicine      Deer Peaceful but extremely closed off race, Quests are extremely difficult, 6 quests (do not like grypons) Gains from treaty: -Both Earth and Unicorn magic skills -Agriculture Assistance -Lore from the past -Information on Fey     Deer Herd 1 (traveling hippies) -flower power duuude     ------------------------------- Faction Summaries   Deer - Protectors of nature and all natural things. Xenophobic and dislikes all forms of technology purely using only magic. The magic that is used, is not stolen, but borrowed and it’s only use is to serve, assist, or protect nature. One will die for a tree sooner than a family member. At constant war with the Gryphons, and has a tolerance for the zebras.   The natural order must be respected and preserved. Forces that seek to upset the natural balance must be destroyed. The wilderness can be harsh. Not everyone can survive in it without assistance.   Gryphon/Pegasus  - Paladin like group who holds strong faith in defeating anything evil. Lawful good and uses both magic and technology. They have a strict honor code and to die in battle for faith is better than to die of old age. Dislikes any for of dark magic.     Unicorns - a group that practices in dark magic, believing that every other race should bow down to them and serve. Cult like group that believes in the color white as the most pure. Always accepting new members and will gladly show you the 'correct way' of life.